diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/libjin/Game/je_game_object.cpp | 11 | ||||
-rw-r--r-- | src/libjin/Game/je_game_object.h | 86 | ||||
-rw-r--r-- | src/libjin/Graphics/je_graphic_batch.cpp | 0 | ||||
-rw-r--r-- | src/libjin/Graphics/je_graphic_batch.h | 20 |
4 files changed, 117 insertions, 0 deletions
diff --git a/src/libjin/Game/je_game_object.cpp b/src/libjin/Game/je_game_object.cpp new file mode 100644 index 0000000..1396518 --- /dev/null +++ b/src/libjin/Game/je_game_object.cpp @@ -0,0 +1,11 @@ +#include "je_entity.h" + +namespace JinEngine +{ + namespace Game + { + + + + } // namespace Game +} // namespace JinEngine
\ No newline at end of file diff --git a/src/libjin/Game/je_game_object.h b/src/libjin/Game/je_game_object.h new file mode 100644 index 0000000..08a103f --- /dev/null +++ b/src/libjin/Game/je_game_object.h @@ -0,0 +1,86 @@ +#ifndef __JE_GAME_OBJECT_H +#define __JE_GAME_OBJECT_H + +#include "../core/je_configuration.h" +#if defined(jin_game) + +#include <list> +#include <map> +#include <set> + +#include "../common/je_object.h" +#include "../common/je_types.h" +#include "../graphics/je_sprite.h" + +namespace JinEngine +{ + namespace Game + { + + /// + /// Game object base class. + /// + class GameObject : public Object + { + public: + + /// + /// + /// + virtual ~GameObject(); + + /// + /// + /// + void lifecycle(); + + /// + /// + /// + void setVisible(bool isVisible); + + /// + /// + /// + void setActive(bool isActive); + + /// + /// + /// + void setOrder(uint32 order); + + protected: + virtual void onAlive(); + virtual void onUpdate(float dt); + virtual void onDraw(); + virtual void onDestroy(); + + uint32 mLayer; // layer where entity belongs + uint32 mOrder; // render index in layer + uint32 mTag; // tag of entity, support 32 tags now + bool mIsVisible; // if the entity is visible or not + bool mIsActive; // if the entity is joined into the logic + + /// + /// Position of entity. + /// + Math::Vector2<float> mPosition; + + }; + + /// + /// Entity list. For quickly adding and removing entities. + /// + typedef std::list<GameObject*> EntityList; + + /// + /// Entity set. For searching and keeps entities unique and sorted. + /// + typedef std::set<GameObject*> EntitySet; + + } // namespace Game +} // namespace JinEngine + +#endif // jin_game + +#endif
\ No newline at end of file diff --git a/src/libjin/Graphics/je_graphic_batch.cpp b/src/libjin/Graphics/je_graphic_batch.cpp new file mode 100644 index 0000000..e69de29 --- /dev/null +++ b/src/libjin/Graphics/je_graphic_batch.cpp diff --git a/src/libjin/Graphics/je_graphic_batch.h b/src/libjin/Graphics/je_graphic_batch.h new file mode 100644 index 0000000..ebe63f9 --- /dev/null +++ b/src/libjin/Graphics/je_graphic_batch.h @@ -0,0 +1,20 @@ +#ifndef __JE_GRAPHIC_BATCH_H +#define __JE_GRAPHIC_BATCH_H + +namespace JinEngine +{ + namespace Graphics + { + + /// + /// For reducing draw call. + /// + class GraphicBatch + { + + }; + + } // Graphics +} // namespace JinEngine + +#endif
\ No newline at end of file |